"Fleeing" -> "Moving" across the board?
Were the changes to Bulls Strike and Charge meant to be applied across the board, eliminating the troublesome 'fleeing' requirement from the game? It's certainly boosted the popularity of bulls strike, making a viable skill- fleeing meant you had to hit a foe running forward from behind, and that was easy for the runner to prevent.
As the skill is now, if you don't want to get knocked down by bulls strike, you stand still. As the skill *was,* if you didn't want to get the knocked down by bulls strike, you ran sideways. Fleeing is a condition that so easy to avoid, it's trivialized.
So why keep it in the game at all? It won't exist in the Prophecies or Core skills- will it be in Factions? Will the assassin skill
Crippling Dagger - Spell. Send out a Crippling Dagger at target foe. Crippling Dagger strikes for 5...41 earth damage if it hits, and cripples fleeing foes for 3...13 seconds. This spell has half the normal range.
change this requirement, or remain as gimped as bulls strike was before the fix?
Feel free to disagree, but I think that it's so easy in this game to not 'flee,' skills hinging on it as a requirement are inherently disadvantaged. The Devs seemed to agree, with the recent changes to warrior skills.
(I realized after I posted that this is, indeed, a suggestion- but it's one that deals specificially with the Factions skills. Put it where it belongs.)
Last edited by swordfisher; Mar 17, 2006 at 07:32 PM // 19:32..
|